The Huntsman

A Bladesinger variant kit, the Huntsman is all that a Bladesinger is, plus they have mastered the arts of stealth and assassination!

Of all the roving elves, few are as deadly, beautiful, and as secretive as the huntsmen. They are the masters of their weapons and the stealthy ways of thievery; and have spent their lives in the study of their chosen weapon and blending its whispering with that of the arts of death. They have learned to cast spells while engaged in combat, thus they double their might.

To be a Huntsman, a character needs at least a 13 Strength and Constitution, as well as a 17 Dexterity, and a 15 Intelligence.

If a normal Bladesinger fills all the requirements but the final Dexterity of 17, he may begin play as a normal Bladesinger, who need only a 15 Dexterity (although at the same time a Huntsman in training). As the soon to be Huntsman advances in levels his Dexterity may increase according to the below special benefit #1! Once gaining the required 17 in Dexterity, the Bladesinger becomes a 1st-level thief in addition to being an experienced Bladesinger. Although this last type of Huntsman (those who initially start play as a normal Bladesinger) will forever have the hit points of only a fighter/mage. This last type of Huntsman becomes a triple-class character, he must earn triple experience for every level he gains in thief, until he reaches the same level as what he possesses in his highest class.

Thus Grea�ii became a Huntsman after gaining a 17 Dexterity, and was then a 5th-level fighter/6th-level mage/1st-level thief. Now that he has finally achieved 11th-level in each class (fighter, mage, and bard) he can once again earn normal experience to gain levels as a thief.

Role. While some characters may stay at home and defend the elven way, huntsmen go out and actively promote it. They do this by seeking out their races foes and eliminating them, either through words or actions. Acting as both diplomats and one-elf armies, they insure the safety of the elven race. The huntsmen also retrieve elven prisoners of war and protect them wherever they are found. A huntsman has even been known to have stalked drow under the earth and bring home elven slaves to safety!

Secondary Skills. Hunter, Trapper/Furrier.

Weapon Proficiencies. Bonus: none. Recommended: One-weapon style for use in combat and spellcasting; two-weapon style for use when spells run out.

Nonweapon Proficiencies. Bonus: Blind-Fighting, Dancing, Stealth. Recommended: Etiquette, Juggling, Singing, Tumbling, Weaponsmithing.

Equipment. The Bladesinger is always identifiable by his weapon of choice. Such an item is always ornate and beautiful, enhancing the bladesinger's appearance in battle.

Distinctive Appearance. Not only are they easily identifiable by their weapon of choice and catlike grace, huntsmen are decorated with their weapon guild's distinctive tattoo, as all Bladesingers are. Each guild has a separate and unique tattoo depicting its style of weapon through an animal representation. Long swords are often represented by great cats, such as lions or panthers, a whip would be shown as a striking snake, and so forth. In addition to this common choice of animal representation, the more eccentric of the huntsmen choose strange beasts as their animal representation; often a creature that is a mutant animal type. displacer beasts are a good example.

Special Benefits. There are six special benefits to the Huntsman Bladesinger kit, as follows:

1. The DM rolls a d20 every time the Huntsman increases to the next highest level, typically in thief. If the roll equals or is greater than the Huntsman's current Dexterity score than he gains 1 point of Dexterity permanently (to a maximum 20 Dexterity). If the roll is lower than the Huntsman's dexterity nothing occurs. This is to represent the unnatural agility and grace of the more experienced and stealthy Bladesinger.

2. The Huntsman chooses one weapon and practices with it extensively, to the exclusion of most other weapons. If practice makes perfect, the huntsmen are very well practiced in their weapon of choice, for they are virtually perfect.

Example: Grea�ii, a 6th-level Huntsman proficient in the short sword, attempts to disarm her opponent (a special maneuver). Normally this gives her a +1 to initiative and a -4 to hit. Since she is a 6th-level Bladesinger, however, her bladesinging ability gains her a +1 on her disarm maneuver. Since she is an elf, she gains an additional +1 because she is using her sword. Her total is only -1 to disarm her foe. If she were 12th level, she would have a +1 on her disarming attack.

The poised steps of the bladesong* (the act of attack by all Bladesingers) not only reveals the Huntsman to be a creature of beauty even during battle, but the steps also carry him into advantageous positions for either offense or defense. He can instinctively grasp the flow of battle around him, and his feet will carry him through the intricate maneuvers necessary to optimize his attack.

Such is the intensive training of the Huntsman that he gains an automatic +1 to hit as well as a +1 to damage. This is in addition to the normal elven +1 for use of the long or short sword (if applicable). Despite any additional, further training, this is as high as the bonus may be.

3. Huntsmen receive a special bonus when they wish to try an unusual maneuver with their blade. This bonus is equal to +1 for every four levels the Huntsman has attained. This bonus only serves to cancel the penalties normally applied for such a maneuver. All other penalties and bonuses still apply.

4. Huntsmen have been taught from an early age to grasp the flow of magic around them and turn it to their advantage. They can cast spells even while in the front lines. Although they cannot actually attack while casting their spells, they may defend themselves against incoming melee attacks. Their defense is equal to their level divided by 2, plus 1. All fractions are rounded down. Thus, a 6th-level Huntsman gains a +4 to AC (6th level/2 = 3 + 1 = +4 AC). The same goes for 7th-level huntsmen (7/2 = 3.5 - 0.5 = 3 + 1 = +4 AC). This does not apply to rear or missile attacks, for it is nearly impossible to defend against those while casting a spell.

5. Huntsmen have practiced the somatic portion of their spells well enough that they may cast their spells one-handed, suffering only a slight penalty. It adds +2 to their casting times, making it easier to disrupt their spells. Like any other spellcaster, if they are hit they lose the concentration necessary for maintaining their spells; they lose the spell. The spells are, therefore, usually of an offensive nature with very short casting times.

6. The training is hard enough that only a 6th-level Huntsman can begin to teach even the rudiments of the spellsinging known as the bladesing*. If another elf wishes to learn the bladesing, he must first be a Huntsman, then seek one of the masters of song. Huntsmen charge a high price for sharing their skills.

Special Hindrances. To offset their abilities, huntsmen suffer some severe penalties. Not only must they attempt to advance the cause of elvendom somehow at all times, they must also lend aid to any elf in need. Unless the elf has proven to be an enemy of the elven way of life, the Huntsman must sacrifice life and limb to save that elf's life.

Of course, the Huntsman is free to determine whether there is, in fact, an elf in danger. Too many times other races have tried to eliminate the Huntsman menace through illusion and trickery. The huntsmen have grown wary and have, unfortunately, allowed fellow elves to perish while trying to determine the truth of the threat. Thus, most huntsmen carry at least one detect magic spell in order to avoid possible errors.

Furthermore, all items beyond the recovery of a normally skilled elf such as ancient lore, musical instruments, and fine weapons or armor must be guarded and retrieved as if they were an elven life itself (see above). Thus the Huntsman must risk all to get or recover the item(s).

Huntsmen are so devoted to their chosen weapon that they can never learn another one. Unlike other elves, they do not gain a +1 to hit with a bow. With all other weapons, they suffer a -1 to hit and can only make one attack, even if they have taken it as a proficiency. If they have not devoted a slot to learn the weapon, the Huntsman suffers the ordinary -2 non-proficiency penalty in addition to the -1 penalty.

If the player is using The Complete Fighter's Handbook, he may not allow his character to specialize in weapon groups. The Huntsman focuses on the single weapon only.

Huntsmen may wear no armor heavier than elven chain mail or studded leather. Bulkier armor restricts the Huntsman's movement enough that they have at least a -2 penalty to attacks if they try to use their bladesinging abilities while wearing such armor. The penalty is greater for heavier armor, although this is at the DM's discretion.

Huntsmen typically always use swords, with those less visible the better. With only rare exceptions, they never learn two-weapon fighting styles. They may not use shields or two-handed weapons, for these interfere with the bladesong. Even when they have run out of spells, huntsmen will fight one-handed or with both hands on their single-handed weapons (in some rare cases, huntsmen chosen weapon can also be used as a two-handed weapons, this is perfectly acceptable). To do otherwise negates all bladesinging bonuses.

From their hatred of the elven enemies (especially slavers that capture and sell fellow elves) and their shady reputations, the huntsmen suffer a reaction penalty equal to the amount of Dexterity they have gained from being a Huntsman (see Benefit #1 above). This penalty is used whenever the Huntsman has contact or interaction with any of the following creatures: drow, orcs, goblinkind, goodly races, and all lower planar creatures.

Example: Grea�ii, a 6th-level Huntsman gains 4 points of Dexterity as she progressed through levels 2-6, Thus whenever encountering or otherwise interacting with any drow, orcs, member of goblinkind, member of a goodly race, or lower planar creature she suffers a -4 reaction penalty to see how they react to her.

Wealth Options. Huntsmen start their adventuring lives with 30 to 180 gp (3d6 x 10), and only one restriction: They must purchase their weapon of choice. Any monies left after buying their initial equipment must be returned to the Bladesinger's guild. Later in their adventures. they must take opportunities to upgrade their weapons. Other than these restrictions, they are free to do as they wish with their money.

Suggested Elf Subraces. Gold (grey) elf, silver (high) elf; especially the Drow, although they call themselves Shades.

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